Bestial Soul. The natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Rage Beyond Death. The divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Feral Instinct. Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Indomitable Might. Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Spellguard Shield. You have advantage against spells and other magical effects, and spell attacks have disadvantage against you.
Multiattack. Zorgeiss can make two Flail attacks, and can replace one Flail attack with a Tail attack
Flail of Tiamat. Melee Weapon Attack: +16 to hit, reach 5 ft., single target. Hit: 19 (1d8 + 14) bludgeoning damage, or 25 (5d8 + 14) bludgeoning damage on a critical hit. The target also takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.
Tail. Melee Weapon Attack: +13 to hit, range 10 ft., single target. Hit: 16 (1d8 + 11) piercing damage, or 22 (5d8 + 11) piercing damage on a critical hit. The target must succeed on a Wisdom saving throw (DC 21) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wrath of Tiamat. While holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can’t be used again until the next dawn.
Rage. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends. You can also end your rage on your turn as a bonus action. Once you have raged 6 times, you must finish a long rest before you can rage again.
Tail. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Description
Brass Dragonborn. Flaming armor. Wields a fearsome flair fashioned into dragon heads.
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